• new_world_order_lebowski_edition missing image

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    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

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    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

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    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

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    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

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    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.
  • Air battles question

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    wc_sumptonW
    @ff03k64 In the unitAttachment there is the 'canAirBattle' option. Setting it to 'true' should allow those unit to participate in air battles prior to the normal ground battle. Cheers...
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    @eregister I looked at that save. The USA player doesn't have the buyTank production rule. Looking through the history, it doesn't show a trigger having run after the armour technology was gained. I looked at other turns when technologies were purchased and I don't see any triggers running after the technologies were purchased. I played one round where I used "edit game" to give the armour technology to USA. After the technology activation phase, the history showed the trigger having run. What version are you using? And could you make a save on the turn after you purchase the armour technology?
  • canNotTarget/canNotBeTargetedBy on Attack/Defense

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    RogerCooperR
    @Trevan That looks like a good generalization of the AA rules.
  • New Scenario: Axis & Allies & Zombies (AAZ)

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    RogerCooperR
    Here is the fixed version. AAZ.zip
  • CanalAttachment not Working

    canalattachment
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    wc_sumptonW
    @RogerCooper I did not find a connection between '18 Sea Zone' and '29 Sea Zone' for 'Suez Canal'. Also there is no connection between '20 Sea Zone' and '12 Sea Zone' for 'Panama Canal'. There is a connection between '18 Sea Zone' and '19 Sea Zone' for 'Turkish Straits'. Maybe adding the following connections will help. <connection t1="18 Sea Zone" t2="29 Sea Zone"/> <connection t1="12 Sea Zone" t2="20 Sea Zone"/> Not sure just guessing here. Cheers...
  • No relief tiles

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    TheDogT
    @ff03k64 Im on Windows 10, Java 11.0.6 and AAA=2.3.21895 I too had to dl it, it works for me, I too have never played it.
  • Is 1941 better year than 1942 for WWII scenarios?

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    RogerCooperR
    In general, 1941 has more options than 1942, while 1940 can have too many options, making it hard to balance the game. On my Wiki here my articles by year (not all are scenarios) 1937 5 1938 0 1939 124 1940 73 1941 204 1942 233 1943 11 1944 21 1945 16
  • 0 Votes
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    TheDogT
    @Trevan Thanks! Im on your factory building v2.3.21895 I will raise an issue on GitHub.
  • Game Crash when air units in battle

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    LaFayetteL
    Thanks for finding that. I think the fix is for AA to not shoot at air transported units. On the flip side we should be sure they are removed as casualties if the transport is shot down.
  • Need help to convert an old game

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    SchulzS
    It works now perfectly, unfortunately both Great war and GW1918 lack of png image. How do I can create relief tiles?
  • second currency - possible?

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    PantherP
    @Numetalfan That is from the wrong XML. Please look into the pact_of_steel_2.xml It starts with <?xml version="1.0"?> <!DOCTYPE game SYSTEM "game.dtd"> <game> <info name="Pact of Steel 2" version="3.8"/>
  • Caribbean Trade War question

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    M
    Just an observation but the AI Pirates and Indians are very active in early turns and make for really interesting dynamics, but after about turn 6 they become incredibly passive. Perhaps they assess the Player Nations as having strengthened into a threat not worth fighting against? It's a shame though.
  • Question about beginning map for The Rising Sun

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    G
    Thanks for the insight. I totally take your word for it about balance of gameplay, not having played it yet. Interesting, I went back into the map just now and saw something I had missed before. The banner page says "Version 1.9.3, It's December 8,1941", not the 7th, so perhaps the whole premise is that indeed the carriers and some battleships survived, which is reality, and the Japanese retained the option of going back in for another strike to finish what they started.
  • Labyrinth - Official Thread

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    ubernautU
    @Black_Elk cool sketch.
  • Starting Tech Advantages (Anniversary)

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    Oh wow...didn't know those. They work perfect! Thanks to both of you!

Recent Posts

  • Name Domination 1914 No Man's Land
    Description World War One on a large world map
    https://axisandallies.fandom.com/wiki/Domination_1914_No_Man's_Land
    dbd2436b-5cd6-4fae-a381-f04f1a781972-image.jpeg

    Good Points

    Action all over the map World map less distorted than most

    Bad Points

    No victory conditions Bolsheviks handled in an odd and ahistorical way
    read more

  • I have created a mod with few tweaks to improve balance. You can download from https://github.com/triplea-maps/world_war_ii_v6_1941_Balanced or wait until it shows up on the map list and in-game downloader.

    My changes are

    Win by taking a capital without losing a capital. Capitals have a bunker that defends at 3 and adds 1 to defending infantry strength. Russian income and starting money increased. Urals have a value of 2, Siberia a value of 1. Factories added in Sichuan and Southern Europe. Factories are destroyed when captured. Added a US destroyer on the East Cost.

    read more

  • @RogerCooper I do know about ways to do this, but this "tech system" as it exists is very crude and I will probably not make an update to address this. The next update is planned to completely redo the tech system and this will no longer be required.

    read more

  • @TheDog I noticed that your notes state,

    Do not buy tanks OR gas until round 4. Do not buy carriers until round 6. Thanks to the many beta testers for War Plan Red-Orange

    That can easily be implemented in the XML itself.

    read more